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v1.2.10 Update Changelog
Hooder edited this page Sep 6, 2023
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- Various holes in the ground should now be fixed (trapdoors, ladders, stairs etc.)
- The bug which caused underwater terrain to disappear when right-clicking should be fixed.
- Add an experimental option to further "unlock" FPS, by skipping unnecessary model updates.
- Improve performance in Chambers of Xeric by automatically hiding lower planes.
- Slightly improve the looks of waterfalls. Still not HD, but it's something.
- Add an option to disable normal maps.
- Add support for parallax occlusion mapping (currently unused).
- Fix flickering shadows when changing certain settings.
- Gracefully handle different vanilla texture dimensions.
- Correctly apply some previously broken winter theme textures.
- Fix texture orientation for certain models.
- Partially fix shadow transparency for POH portals in houses with basements.
- Fix the atmospheric lighting toggle not immediately taking effect.
- Fix a bug that could cause RuneLite to crash when loading a model.
- Normal Maps added for dirt, rocks, and Canifis wooden floors.
- UVs assigned to all objects that normals are also assigned to.
- Arandar
- Paths have had blending errors corrected and textures properly assigned.
- Canifis
- Textures assigned to trees, metallic objects, doors, chairs, tables, and fences.
- Corrected ground materials for houses around Canifis.
- Assigned textures for Fenkenstrain's Castle walls, floors, rubble, chairs, doors, and fences.
- Meiyerditch
- Textures assigned to walls, barrels, plank floors, and metallic items.
- Material assigned to ground to correct blending errors.
- Underground & instanced areas have had environments and lighting defined.
- Barrows
- Textures assigned to walls and barrels, fences, and rubble.
- Material assigned to ground to correct blending errors.
- Zeah
- Paths properly assigned materials based on location; Dirt, Varied Dirt, Gravel, Cobble.
- Mountain Sides have a new generated texture from various dirt and grunge.
- Northern Tundra: blending errors corrected and snow textures properly assigned.
- Wilderness
- Forex Enclave has textures applied to simple objects such as walls, crates, barrels, doors, rocks, and fences.
- Desert Treasure 1:
- Materials applied to various objects such as crates, barrels, doors and fences in all areas.
- Draynor Sewers, Digsite, Pyramid, Nardah, Sophanem, Shadow Dungeon, Smoke Dungeon.
- Kings Ransom:
- Areas around Seers Village, Sinclair Mansion, Keep La Faye, and Black Knights' Fortress have had textures applied to simple objects such as walls, crates, barrels, doors and fences.
- Areas have had blending errors corrected and textures properly assigned.
- Underground & instanced areas have had environments defined and textures applied to simple objects such as walls, crates, barrels, doors and fences.
Adam (1):
gpu: use clGetGLContextInfoAPPLE on macos
Hooder (54):
Make tile UVs consistent with vanilla UVs
Fix normal mapping for all surfaces
Fix broken winter theme overrides
Simplify specular shader function
Improve model cache memory efficiency
Change source compatibility to Java 11
Add code style, inspection and run configuration
Fix code inspection warnings
Change how template constants are defined
Use OpenCL from LWJGL
Warn when textures fail to load
Stop falling back to jar resources in developer mode
Reformat material data files
Fix broken normal map & consistency for 2x2 tile materials
Make parallax occlusion mapping implementation usable
Change JSON code style indentation
Add normal mapping toggle
Streamline config change handling
Cleanup scene light classes
Fix shadow flickering on shader recompilation
Fix UV orientation for models with baked orientation
Fix shadow transparency in POH with multiple floors
Remove duplicate light direction in shaders
Add CC0 color utility functions
Fix color utils precision issues near zero divison
Add more POH basement models to fix shadow transparency
Add test for HSL functions and fix further issues
Move model override fetching to model pusher
Fix mesa shader compile error
Skip non-GPU devices when creating OpenCL context
Prevent flickering background color during login
Extend unlocked FPS by skipping unnecessary updates
Hide lower planes in Chambers of Xeric
Remove duplicate calls to `model.calculateBoundsCylinder`
Fix atmospheric lighting toggle
Ensure buffers are always valid
Move object hiding hack to a model override
Catch vanilla NPE from `getModel` calls
Increase Tears of Guthix environment brightness
Fix right-click menu bug causing gaps in seafloor
Try to prevent some unnecessary allocations
Support loading any square vanilla texture
Hide weird wall piece under Canifis pub
Improve waterfalls slightly
Remove misguided GLSL polyfills
Add black environment to Quiz Master random event
Add `#pragma once` to shader uniform includes
Make `NONE` environment distinguishable
Fix model override conflict
Bump version to 1.2.10
Let the client initiate scene loading
Add way to handle first run with file watching
Fix holes in the ground
Make further unlocked FPS an experimental option
Mark7625 (2):
Ignore buffer swap errors on shutdown
Don't draw frames during STARTING
SirFancyBacon (16):
Minor fixes for Giant's Plateau, Myth's Guild and RFD (#208)
Meiyerditch Upgrade (#204)
Desert Treasure Questline textures (#205)
Rock normals (#201)
King's Ransom Questline Textures (#214)
Canifis overhaul (#216)
Barrows and Ferox Enclave texturing (#219)
Smithing Area Overhauls (#207)
Mount Quidamortem Paths
Mount Karuulm + Respect Winter Theme
Fixed missing grass and incorrectly placed material
Define GRASSY_DIRT material, move items that need a hue detection out of default
Arandar path fix
Fix Arandar-Tirannwn junction
Fix snow around Zeah's Northern Tundras
Fix cobble around Rakkar